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05e8ab9538
* Updated TODO * Moved ChangeLog to root * Updated ChangeLog * s/Foobar/Quake III Arena Source Code/ * Biggest patch EVAR. I wonder how many mail boxes this will fill...
205 lines
5.2 KiB
Objective-C
205 lines
5.2 KiB
Objective-C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// mac_snddma.c
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// all other sound mixing is portable
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#include "../client/snd_local.h"
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#include <Carbon/Carbon.h>
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// For 'ri'
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#include "../renderer/tr_local.h"
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#import <Foundation/NSZone.h>
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// TJW - Different versions of SoundManager have different DMA buffer sizes. On MacOS X DP2,
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// the buffer size is 8K. On MacOS 9 it is much smaller. The SoundManager guy at Apple says
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// that the size of the buffer will be decreasing for final release to help get rid of latency.
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//#define MAX_MIXED_SAMPLES (0x8000 * 64)
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//#define SUBMISSION_CHUNK (0x100 * 64)
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// Original MacOS 9 sizes
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//#define MAX_MIXED_SAMPLES 0x8000
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//#define SUBMISSION_CHUNK 0x100
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static unsigned int submissionChunk;
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static unsigned int maxMixedSamples;
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static short *s_mixedSamples;
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static int s_chunkCount; // number of chunks submitted
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static SndChannel *s_sndChan;
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static ExtSoundHeader s_sndHeader;
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/*
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===============
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S_Callback
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===============
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*/
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void S_Callback( SndChannel *sc, SndCommand *cmd )
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{
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SndCommand mySndCmd;
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SndCommand mySndCmd2;
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int offset;
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offset = ( s_chunkCount * submissionChunk ) & (maxMixedSamples-1);
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// queue up another sound buffer
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memset( &s_sndHeader, 0, sizeof( s_sndHeader ) );
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s_sndHeader.samplePtr = (void *)(s_mixedSamples + offset);
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s_sndHeader.numChannels = 2;
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s_sndHeader.sampleRate = rate22khz;
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s_sndHeader.loopStart = 0;
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s_sndHeader.loopEnd = 0;
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s_sndHeader.encode = extSH;
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s_sndHeader.baseFrequency = 1;
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s_sndHeader.numFrames = submissionChunk / 2;
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s_sndHeader.markerChunk = NULL;
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s_sndHeader.instrumentChunks = NULL;
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s_sndHeader.AESRecording = NULL;
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s_sndHeader.sampleSize = 16;
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mySndCmd.cmd = bufferCmd;
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mySndCmd.param1 = 0;
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mySndCmd.param2 = (int)&s_sndHeader;
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SndDoCommand( sc, &mySndCmd, true );
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// and another callback
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mySndCmd2.cmd = callBackCmd;
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mySndCmd2.param1 = 0;
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mySndCmd2.param2 = 0;
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SndDoCommand( sc, &mySndCmd2, true );
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s_chunkCount++; // this is the next buffer we will submit
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}
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/*
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===============
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S_MakeTestPattern
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===============
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*/
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void S_MakeTestPattern( void ) {
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int i;
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float v;
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int sample;
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for ( i = 0 ; i < dma.samples / 2 ; i ++ ) {
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v = sin( M_PI * 2 * i / 64 );
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sample = v * 0x4000;
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((short *)dma.buffer)[i*2] = sample;
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((short *)dma.buffer)[i*2+1] = sample;
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}
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}
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/*
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===============
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SNDDMA_Init
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===============
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*/
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qboolean SNDDMA_Init(void)
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{
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int err;
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cvar_t *bufferSize;
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cvar_t *chunkSize;
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chunkSize = ri.Cvar_Get( "s_chunksize", "8192", CVAR_ARCHIVE );
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bufferSize = ri.Cvar_Get( "s_buffersize", "65536", CVAR_ARCHIVE );
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if (!chunkSize->integer) {
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ri.Error(ERR_FATAL, "snd_chunkSize must be non-zero\n");
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}
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if (!bufferSize->integer) {
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ri.Error(ERR_FATAL, "snd_bufferSize must be non-zero\n");
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}
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if (chunkSize->integer >= bufferSize->integer) {
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ri.Error(ERR_FATAL, "snd_chunkSize must be less than snd_bufferSize\n");
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}
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if (bufferSize->integer % chunkSize->integer) {
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ri.Error(ERR_FATAL, "snd_bufferSize must be an even multiple of snd_chunkSize\n");
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}
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// create a sound channel
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s_sndChan = NULL;
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err = SndNewChannel( &s_sndChan, sampledSynth, initStereo, NewSndCallBackProc(S_Callback) );
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if ( err ) {
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return false;
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}
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submissionChunk = chunkSize->integer;
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maxMixedSamples = bufferSize->integer;
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s_mixedSamples = NSZoneMalloc(NULL, sizeof(*s_mixedSamples) * maxMixedSamples);
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dma.channels = 2;
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dma.samples = maxMixedSamples;
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dma.submission_chunk = submissionChunk;
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dma.samplebits = 16;
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dma.speed = 22050;
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dma.buffer = (byte *)s_mixedSamples;
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// que up the first submission-chunk sized buffer
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s_chunkCount = 0;
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S_Callback( s_sndChan, NULL );
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return qtrue;
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}
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/*
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===============
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SNDDMA_GetDMAPos
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===============
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*/
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int SNDDMA_GetDMAPos(void) {
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return s_chunkCount * submissionChunk;
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}
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/*
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===============
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SNDDMA_Shutdown
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===============
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*/
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void SNDDMA_Shutdown(void) {
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if ( s_sndChan ) {
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SndDisposeChannel( s_sndChan, true );
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s_sndChan = NULL;
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}
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}
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/*
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===============
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SNDDMA_BeginPainting
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===============
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*/
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void SNDDMA_BeginPainting(void) {
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}
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/*
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===============
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SNDDMA_Submit
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===============
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*/
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void SNDDMA_Submit(void) {
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}
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